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// ## License
// 
// Copyright (c) 2011 Evan Wallace (http://madebyevan.com/), under the MIT license.
// THREE.js rework by thrax

// # class CSG
// Holds a binary space partition tree representing a 3D solid. Two solids can
// be combined using the `union()`, `subtract()`, and `intersect()` methods.


class CSG {
    constructor() {
        this.polygons = [];
    }
    clone() {
        let csg = new CSG();
        csg.polygons = this.polygons.map(p=>p.clone())
        return csg;
    }

    toPolygons() {
        return this.polygons;
    }

    union(csg) {
        let a = new Node(this.clone().polygons);
        let b = new Node(csg.clone().polygons);
        a.clipTo(b);
        b.clipTo(a);
        b.invert();
        b.clipTo(a);
        b.invert();
        a.build(b.allPolygons());
        return CSG.fromPolygons(a.allPolygons());
    }

    subtract(csg) {
        let a = new Node(this.clone().polygons);
        let b = new Node(csg.clone().polygons);
        a.invert();
        a.clipTo(b);
        b.clipTo(a);
        b.invert();
        b.clipTo(a);
        b.invert();
        a.build(b.allPolygons());
        a.invert();
        return CSG.fromPolygons(a.allPolygons());
    }

    intersect(csg) {
        let a = new Node(this.clone().polygons);
        let b = new Node(csg.clone().polygons);
        a.invert();
        b.clipTo(a);
        b.invert();
        a.clipTo(b);
        b.clipTo(a);
        a.build(b.allPolygons());
        a.invert();
        return CSG.fromPolygons(a.allPolygons());
    }

    // Return a new CSG solid with solid and empty space switched. This solid is
    // not modified.
    inverse() {
        let csg = this.clone();
        csg.polygons.forEach(p=>p.flip());
        return csg;
    }
}

// Construct a CSG solid from a list of `Polygon` instances.
CSG.fromPolygons=function(polygons) {
    let csg = new CSG();
    csg.polygons = polygons;
    return csg;
}

// # class Vector

// Represents a 3D vector.
// 
// Example usage:
// 
//     new CSG.Vector(1, 2, 3);



class Vector {
    constructor(x=0, y=0, z=0) {
        this.x=x;
        this.y=y;
        this.z=z;
    }
    copy(v){
        this.x=v.x;
        this.y=v.y;
        this.z=v.z;
        return this
    }
    clone() {
        return new Vector(this.x,this.y,this.z)
    }
    negate() {
        this.x*=-1;
        this.y*=-1;
        this.z*=-1;
        return this
    }
    add(a) {
        this.x+=a.x
        this.y+=a.y
        this.z+=a.z
        return this;
    }
    sub(a) {
        this.x-=a.x
        this.y-=a.y
        this.z-=a.z
        return this
    }
    times(a) {
        this.x*=a
        this.y*=a
        this.z*=a
        return this
    }
    dividedBy(a) {
        this.x/=a
        this.y/=a
        this.z/=a
        return this
    }
    lerp(a, t) {
        return this.add(tv0.copy(a).sub(this).times(t))
    }
    unit() {
        return this.dividedBy(this.length())
    }
    length(){
        return Math.sqrt((this.x**2)+(this.y**2)+(this.z**2))
    }
    normalize(){
        return this.unit()
    }
    cross(b) {
        let a = this;
		const ax = a.x, ay = a.y, az = a.z;
		const bx = b.x, by = b.y, bz = b.z;

		this.x = ay * bz - az * by;
		this.y = az * bx - ax * bz;
		this.z = ax * by - ay * bx;

		return this;
    }
    dot(b){
        return (this.x*b.x)+(this.y*b.y)+(this.z*b.z)
    }
}

//Temporaries used to avoid internal allocation..
let tv0=new Vector()
let tv1=new Vector()


// # class Vertex

// Represents a vertex of a polygon. Use your own vertex class instead of this
// one to provide additional features like texture coordinates and vertex
// colors. Custom vertex classes need to provide a `pos` property and `clone()`,
// `flip()`, and `interpolate()` methods that behave analogous to the ones
// defined by `CSG.Vertex`. This class provides `normal` so convenience
// functions like `CSG.sphere()` can return a smooth vertex normal, but `normal`
// is not used anywhere else.

class Vertex {

    constructor(pos, normal, uv, color) {
        this.pos = new Vector().copy(pos);
        this.normal = new Vector().copy(normal);
        uv && (this.uv = new Vector().copy(uv)) && (this.uv.z=0);
        color && (this.color = new Vector().copy(color));
    }

    clone() {
        return new Vertex(this.pos,this.normal,this.uv,this.color);
    }

    // Invert all orientation-specific data (e.g. vertex normal). Called when the
    // orientation of a polygon is flipped.
    flip() {
        this.normal.negate();
    }

    // Create a new vertex between this vertex and `other` by linearly
    // interpolating all properties using a parameter of `t`. Subclasses should
    // override this to interpolate additional properties.
    interpolate(other, t) {
        return new Vertex(this.pos.clone().lerp(other.pos, t),this.normal.clone().lerp(other.normal, t),this.uv&&other.uv&&this.uv.clone().lerp(other.uv, t), this.color&&other.color&&this.color.clone().lerp(other.color,t))
    }
}
;
// # class Plane

// Represents a plane in 3D space.

class Plane {
    constructor(normal, w) {
        this.normal = normal;
        this.w = w;
    }

    clone() {
        return new Plane(this.normal.clone(),this.w);
    }

    flip() {
        this.normal.negate();
        this.w = -this.w;
    }

    // Split `polygon` by this plane if needed, then put the polygon or polygon
    // fragments in the appropriate lists. Coplanar polygons go into either
    // `coplanarFront` or `coplanarBack` depending on their orientation with
    // respect to this plane. Polygons in front or in back of this plane go into
    // either `front` or `back`.
    splitPolygon(polygon, coplanarFront, coplanarBack, front, back) {
        const COPLANAR = 0;
        const FRONT = 1;
        const BACK = 2;
        const SPANNING = 3;

        // Classify each point as well as the entire polygon into one of the above
        // four classes.
        let polygonType = 0;
        let types = [];
        for (let i = 0; i < polygon.vertices.length; i++) {
            let t = this.normal.dot(polygon.vertices[i].pos) - this.w;
            let type = (t < -Plane.EPSILON) ? BACK : (t > Plane.EPSILON) ? FRONT : COPLANAR;
            polygonType |= type;
            types.push(type);
        }

        // Put the polygon in the correct list, splitting it when necessary.
        switch (polygonType) {
        case COPLANAR:
            (this.normal.dot(polygon.plane.normal) > 0 ? coplanarFront : coplanarBack).push(polygon);
            break;
        case FRONT:
            front.push(polygon);
            break;
        case BACK:
            back.push(polygon);
            break;
        case SPANNING:
            let f = []
              , b = [];
            for (let i = 0; i < polygon.vertices.length; i++) {
                let j = (i + 1) % polygon.vertices.length;
                let ti = types[i]
                  , tj = types[j];
                let vi = polygon.vertices[i]
                  , vj = polygon.vertices[j];
                if (ti != BACK)
                    f.push(vi);
                if (ti != FRONT)
                    b.push(ti != BACK ? vi.clone() : vi);
                if ((ti | tj) == SPANNING) {
                    let t = (this.w - this.normal.dot(vi.pos)) / this.normal.dot(tv0.copy(vj.pos).sub(vi.pos));
                    let v = vi.interpolate(vj, t);
                    f.push(v);
                    b.push(v.clone());
                }
            }
            if (f.length >= 3)
                front.push(new Polygon(f,polygon.shared));
            if (b.length >= 3)
                back.push(new Polygon(b,polygon.shared));
            break;
        }
    }

}

// `Plane.EPSILON` is the tolerance used by `splitPolygon()` to decide if a
// point is on the plane.
Plane.EPSILON = 1e-5;

Plane.fromPoints = function(a, b, c) {
    let n = tv0.copy(b).sub(a).cross(tv1.copy(c).sub(a)).normalize()
    return new Plane(n.clone(),n.dot(a));
}


// # class Polygon

// Represents a convex polygon. The vertices used to initialize a polygon must
// be coplanar and form a convex loop. They do not have to be `Vertex`
// instances but they must behave similarly (duck typing can be used for
// customization).
// 
// Each convex polygon has a `shared` property, which is shared between all
// polygons that are clones of each other or were split from the same polygon.
// This can be used to define per-polygon properties (such as surface color).

class Polygon {
    constructor(vertices, shared) {
        this.vertices = vertices;
        this.shared = shared;
        this.plane = Plane.fromPoints(vertices[0].pos, vertices[1].pos, vertices[2].pos);
    }
    clone() {
        return new Polygon(this.vertices.map(v=>v.clone()),this.shared);
    }
    flip() {
        this.vertices.reverse().forEach(v=>v.flip())
        this.plane.flip();
    }
}

// # class Node

// Holds a node in a BSP tree. A BSP tree is built from a collection of polygons
// by picking a polygon to split along. That polygon (and all other coplanar
// polygons) are added directly to that node and the other polygons are added to
// the front and/or back subtrees. This is not a leafy BSP tree since there is
// no distinction between internal and leaf nodes.

class Node {
    constructor(polygons) {
        this.plane = null;
        this.front = null;
        this.back = null;
        this.polygons = [];
        if (polygons)
            this.build(polygons);
    }
    clone() {
        let node = new Node();
        node.plane = this.plane && this.plane.clone();
        node.front = this.front && this.front.clone();
        node.back = this.back && this.back.clone();
        node.polygons = this.polygons.map(p=>p.clone());
        return node;
    }

    // Convert solid space to empty space and empty space to solid space.
    invert() {
        for (let i = 0; i < this.polygons.length; i++)
            this.polygons[i].flip();
        
        this.plane && this.plane.flip();
        this.front && this.front.invert();
        this.back && this.back.invert();
        let temp = this.front;
        this.front = this.back;
        this.back = temp;
    }

    // Recursively remove all polygons in `polygons` that are inside this BSP
    // tree.
    clipPolygons(polygons) {
        if (!this.plane)
            return polygons.slice();
        let front = []
          , back = [];
        for (let i = 0; i < polygons.length; i++) {
            this.plane.splitPolygon(polygons[i], front, back, front, back);
        }
        if (this.front)
            front = this.front.clipPolygons(front);
        if (this.back)
            back = this.back.clipPolygons(back);
        else 
            back = [];
            //return front;
        return front.concat(back);
    }

    // Remove all polygons in this BSP tree that are inside the other BSP tree
    // `bsp`.
    clipTo(bsp) {
        this.polygons = bsp.clipPolygons(this.polygons);
        if (this.front)
            this.front.clipTo(bsp);
        if (this.back)
            this.back.clipTo(bsp);
    }

    // Return a list of all polygons in this BSP tree.
    allPolygons() {
        let polygons = this.polygons.slice();
        if (this.front)
            polygons = polygons.concat(this.front.allPolygons());
        if (this.back)
            polygons = polygons.concat(this.back.allPolygons());
        return polygons;
    }

    // Build a BSP tree out of `polygons`. When called on an existing tree, the
    // new polygons are filtered down to the bottom of the tree and become new
    // nodes there. Each set of polygons is partitioned using the first polygon
    // (no heuristic is used to pick a good split).
    build(polygons) {
        if (!polygons.length)
            return;
        if (!this.plane)
            this.plane = polygons[0].plane.clone();
        let front = []
          , back = [];
        for (let i = 0; i < polygons.length; i++) {
            this.plane.splitPolygon(polygons[i], this.polygons, this.polygons, front, back);
        }
        if (front.length) {
            if (!this.front)
                this.front = new Node();
            this.front.build(front);
        }
        if (back.length) {
            if (!this.back)
                this.back = new Node();
            this.back.build(back);
        }
    }
}

// Inflate/deserialize a vanilla struct into a CSG structure webworker.
CSG.fromJSON=function(json){
    return CSG.fromPolygons(json.polygons.map(p=>new Polygon(p.vertices.map(v=> new Vertex(v.pos,v.normal,v.uv)),p.shared)))
}

export {CSG,Vertex,Vector,Polygon,Plane}



// Return a new CSG solid representing space in either this solid or in the
// solid `csg`. Neither this solid nor the solid `csg` are modified.
// 
//     A.union(B)
// 
//     +-------+            +-------+
//     |       |            |       |
//     |   A   |            |       |
//     |    +--+----+   =   |       +----+
//     +----+--+    |       +----+       |
//          |   B   |            |       |
//          |       |            |       |
//          +-------+            +-------+
// 
// Return a new CSG solid representing space in this solid but not in the
// solid `csg`. Neither this solid nor the solid `csg` are modified.
// 
//     A.subtract(B)
// 
//     +-------+            +-------+
//     |       |            |       |
//     |   A   |            |       |
//     |    +--+----+   =   |    +--+
//     +----+--+    |       +----+
//          |   B   |
//          |       |
//          +-------+
// 
// Return a new CSG solid representing space both this solid and in the
// solid `csg`. Neither this solid nor the solid `csg` are modified.
// 
//     A.intersect(B)
// 
//     +-------+
//     |       |
//     |   A   |
//     |    +--+----+   =   +--+
//     +----+--+    |       +--+
//          |   B   |
//          |       |
//          +-------+
//